Sentences with phrase «puzzle sections of the game»

The dog will probably come in handy while solving puzzle sections of the game.
These are used for the puzzle sections of the game.
Truth to be told, there's a level of repetition in both the combat and puzzle sections of the game, but not any more than in most games, so I don't see it as a major flaw at all.

Not exact matches

There are several sections and in each of them game introduces you to different kind of puzzles.
The right Joy - Con comes with an IR - camera that was used for a unique take on motion - controlled reloading in the Switch versions of the Resident Evil Revelations games, it would be cool to see this feature used optionally for puzzle sections.
Some of the later sections are quite imaginatively designed, even featuring Super Mario Galaxy style gravity puzzles, but they never feel like anything more than a palette cleanser before jumping back into the main game.
The non-linear nature of the game's rather lengthy middle section also serves to give the player options if they can't puzzle something out.
This ability to simply bypass the platforming challenges becomes less of an issue in later levels as the game introduces more difficult hazards and puzzle solving sections.
Like most Super Mario games, they're locked behind various activities, including platforming sections, timed runs, Koopa races, an assortment of puzzles or merely just donning the right costume to unlock a secret area.
Two revision quickies with solution A worksheet on negatives with solution in the context of school Communicative drills A set of narrow readin texts with comprehension questions A bilingual translation aimed at year 10 - 11 groups of good proficiency level, It covers a comprehensive range of school - related vocabulary recycling key vocabulary over and over again, As prep work use my free website's (www.language-gym.com) work - outs and / or the boxing game in the GAME ROOM section (they drill in the same vocab found on these worksheets) Translations A sentence pugame in the GAME ROOM section (they drill in the same vocab found on these worksheets) Translations A sentence puGAME ROOM section (they drill in the same vocab found on these worksheets) Translations A sentence puzzle
Make sure you have books to read, puzzles, games, knitting and other activities for any sections of the river where the passing scenery is not so interesting.
As players progress through this section of the game, they solve optical - illusion - based puzzles by utilising gateways that alter parts of the environment.
Additionally, each section of the game (of which there are seven) has an optional puzzle that, when completed, offers further exposition on the story, some philosophical quandary, or a piece of an ongoing conversation about artificial intelligence vis - à - vis whether or not they can be truly conscious.
The game manages to mix things up nicely though, with platforming, fighting, puzzles, and other sections balanced out well enough so that you don't get tired of killing just about everything by the end.
Indeed, it's within this section of the game where some of the more obtuse and irritating puzzles pop - up as you attempt to figure whether your inability to do certain things is because you've not come up with the correct solution or because you've not met certain criteria with one of the other Rufuses yet.
«RETSNOM is an innovative puzzle platformer game in pixel art style that allows players to alter the game environment by mirroring sections of the level and rearranging it on the fly.
Seeing sections designated for puzzle, card and strategy games says a lot about the sorts of titles that were in high demand over the course of the DSiWare service.
In essence, it is a collection of Word Search puzzles, like one of those big books of Word Searches you can buy in the magazine section of a grocery store, but with more puzzles than a book offers and in the form of a video game with built - in Multiplayer Mechanics.
Pre-release media of the game shows an in - game arcade machines that closely resembles the puzzle sections, but with a simple and early 80s - ish graphical style.
Given the frequency with which SE have traditionally changed up the pacing in their FF games with the implementation of well implemented mini-games and occasional gameplay tweaks (such as the FFX swimming sections), it's quite jarring to play XIII with it's one unchanging pace, no puzzles, no towns, scant NPCs, scant mini-games, no stopping to smell the roses.
The upbeat music (when it's present, the music comes and goes with the context you find yourself in the game) does a good job of driving you forward, and before you know it you're exploring, puzzle solving, relishing new abilities when you earn them, and backtracking to previously unattainable sections with the intent of using a new ability to get to them.
I wonder how many puzzling sections may feature in the game, as having a certain plank in specific ways was a neat touch of excellence.
As per requirement of the game's level design and challenging puzzles you have to change between the three characters to pass challenges as they arise be it monsters, physics based puzzles and platforming sections.
Likewise, through puzzles and I suppose what you could call story sections of the game, there is a reasonable amount of variety in what you can do during your time playing
As the game progresses the puzzles slowly grow in complexity and new elements are added, including several new powers for Death, two of which are rather interest.Firstly he gains the ability to turn his body into a giant Grim Reaper statue and split his soul his soul into two pieces, both of which you can swap between and control, and the second is the ability to create portals on specific sections of wall that you can use to traverse the environment, a bit like a certain other game...... called Portal.
Likewise, through puzzles and I suppose what you could call story sections of the game, there is a reasonable amount of variety in what you can do during your time playing The Last Guardian.
They are properly unnerving and also play an important part in the puzzle element of the game too where for example one section of the game has you pretty much in complete darkness so you have to use the voices as well as subtle environment audio cues to help guide the way.
Thankfully the game uses humour to make these sections still enjoyable, so you don't really notice the forcefulness of some puzzles.
Even with numerous puzzle elements involved, their gradual inclusion both helps to increase variety and also enables you to perform some pretty sophisticated tricks in later sections without batting an eye, all because the game has done such an excellent job of preparing you for them.
Unfortunately, players will spend most of their time doing arbitrary puzzles, platforming sections, and trying to parody much better games.
The main sections of the game are played as Joyce, comprised of shootouts and environmental puzzle solving sections involving your time powers.
We also secured separate sections for the fans of hidden object puzzle adventure games for Android.
I'll never know the difference, but I can say this build of the game felt well paced: the game offers a lot of variety, with the aforementioned platforming sections including your typical vanishing platforms, the sticky - tongue pole - swinging, sliding sections, and simple puzzles, and the action segments, like the one that ended the level I played, which involved a slew of ghosts gunning for our hero on a circular platform that turned in two different directions between the center and edge.
Gameplay involves exploring sections of the game's four worlds, entering designated battle maps, solving puzzles, finding secrets and eventually taking on boss enemies.
The game isn't very long, but it's full of action and brain - teasing puzzles which will have you entertained for about 5 - 6 hours which never has a dull moment or monotonous section.
I was also surprised to see that there was MORE gameplay in this episode, including some of the first - person sections and, probably more surprisingly, some adventure - game style puzzle solving.
There are times in this game where you have to throw off the shackles of accuracy and rely on pure firepower, in sections which borrow less from puzzle platformers and more from bullet hell shooters.
The environments of each arena feature wave after wave of enemies and a boss fight at the end of each section - a setup we've come to expect from games such as this - but benefit greatly from the novelty of the puzzles contained in each map.
Rhythm Thief plays like a Professor Layton game with music sections in place of puzzles, and its story is interesting enough to hold your attention even if you don't like rhythm games.
It is a Nintendo game so we can be sure that it would have some form of puzzle solving sections.
Aftertouch motion control is also employed during the sparse amount of puzzles (there should be many more of these and more diversity in their solutions) in the game as well as the cannon sections, although one of the best examples of its use is when you are handed the control of the weird and wonderful Kai, as then you get to play some Twing Twang.
The use of light is key in this game, and the developers have implemented it perfectly into the puzzles and exploratory sections.
Sure, it's a shame the puzzles — if you can really call them that — were simple, but that meant that I never found myself stuck in any section of a plot driven game; doing so would have robbed the experience of its integrity and hurt the overall production.
Silent Hill 3 is also a little linear, unlike previous games where you would have short sections where you could explore town, then moving into the larger puzzle sections of the School / Hospital / Apartment Block, everything is now connected.
Then there's always the online community that will be there to help if anyone really is struggling with a particular puzzle or section of the game.
Tim Schafer et al do a great job of discussing the title and how various puzzles and sections came about, bringing a «director's cut» feel to the game.
Oxenfree also has it's fair share of in - game puzzles that while not difficult or challenging, definitely succeeds in shaking up the formula much like a Telltale game traditionally would with a shooting section or quick time event.
The combat sections end up resembling a puzzle of sorts, in which you have to figure out how best to get past or eliminate the bad guys (somewhat like the Arkham games).
The Last DeadEnd is a lot of fun for the combat sections and proves to be a challenging game on it's own, but the puzzles were simplistic and the dialogue needs some work.
«Rise of the Tomb Raider» contains several elements from «Tomb Raider,» such as player control of Croft, puzzle platforming sections and the use of improvised weapons to progress through the game.
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